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Kynaios and Tiro of Meletis Group Hug

Commander / EDH Control Four Color Group Hug Mill RGWU

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Kynaios and Tiro of Meletis Group Hug deck.

General game plan consists of ramping and providing card draw for the table while controlling the board with counter magic, removal, and board wipes. Expropriate , Laboratory Maniac , Insurrection , or Teferi, Hero of Dominaria serve as the win conditions. I have won games with Laboratory Maniac , milling opponents with card draw spells, stealing creatures with Insurrection , and beating down with Avacyn, Angel of Hope and Kozilek, the Great Distortion .

The deck contains a powerful Sunforger package that allows you to tutor up counter magic ( Counterflux ), removal ( Swords to Plowshares , Settle the Wreckage , Crush Contraband ), protection ( Comeuppance , Angel's Grace , Deflecting Palm , Teferi's Protection ), or tutors ( Enlightened Tutor , Tithe , Eladamri's Call ). These can all be recurred with Mistveil Plains .

The most important cards in the deck are Sunforger and Leyline of Anticipation / Vedalken Orrery . Sunforger is a powerful toolbox of spells that allows you to address almost any board state. Leyline of Anticipation / Vedalken Orrery allow you to hold up mana for removal/counter magic/protection spells and if you don't need them you can either play more ramp or card draw.

Countermagic

This deck uses an unconventional (going by EDHREC) set of counter magic. Since this deck isn't built to be highly competitive and runs a lot of ramp, we can afford to run some more expensive and interesting counterspells.

  • Mana Drain : Strictly better counterspell, the additional mana can be used to drop a large colorless spell ( Kozilek, the Great Distortion , Platinum Angel ) or used in a large X cost spell ( Collective Voyage , Minds Aglow ).

  • Counterflux : Uncounterable counterspell that can be tutored with Sunforger . Can also clear a large number of spells on the stack. This spell is more useful at stopping an opponents spell than allowing you to force a spell through (IE if you counter their counterspell they can still counter your original spell).

  • Desertion : Useful for stealing opponent's commanders, since you get to keep it under your control.

  • Disallow : Most versatile 3-mana counterspell, being able to fizzle game winning abilities (like planeswalker ultimates) is very useful.

  • Summary Dismissal : Capable of countering everything disallow can, summary dismissal can also "counter" uncounterable spells since it exiles instead of countering. Summary dismissal is also very good against decks that have a lot of triggered abilities that get put on the stack at once (such as Marchesa, the Black Rose delayed return to battle triggered ability), allowing you to counter them all with one spell. Unfortunately summary dismissal is useless at helping you force a spell through, since it exiles everything on the stack.

Notable Additions

Notable Exclusions: Ghostly Prison , Propaganda , Sphere of Safety . Prison effects suffer when you ramp everyone else. I've found it to be better to just run more protection style spells in case anyone tries to attack you.

--- Change Log: 5/9/19 ---

War of the Spark update!

-- Veteran Explorer , + Dovin's Veto : We have no way to easily kill Veteran Explorer ourselves, so it's not as reliable ramp as I would like. Dovin's Veto is great at stopping people's spells and can be tutored with Sunforger .

-- Tempt with Discovery , + Teferi, Time Raveler : Usually opponents either won't get any lands, causing you to pay 4 mana to get Reliquary Tower since we don't run any really broken lands, or opponents run Gaea's Cradle /Serra Sanctum/ Cabal Coffers and we don't run Strip Mine to destroy those. Teferi, Time Raveler has multiple useful modes; he makes our spells uncounterable, allows us to flash in sorceries (the main reason we run Leyline of Anticipation and Vedalken Orrery ), and can temporarily remove most permanents while drawing us cards, for just 3 mana!

-- Blue Sun's Zenith , + Finale of Revelation : Finale of Revelation addresses the drawbacks of sorcery speed x-draw spells by giving us no maximum handsize for the rest of the game and untapping 5 lands, allowing us to use countermagic and removal that we draw into.

-- Mystic Confluence , + Narset's Reversal : A cheaper counterspell that allows for fun interactions with opponent's spells ( Cyclonic Rift ) and our own x-cost draw spells and Expropriate .

--- Change Log: 3/23/19 ---

I've revised the list to reduce the amount of cards that tend to draw the opponents more cards than us.

-- Heartwood Storyteller , + Sylvan Library : We tend to play more noncreature spells than our opponents. Sylvan Library comes down earlier, easier to cast, and can draw us a lot of cards.

-- Forced Fruition , + Teferi, Hero of Dominaria : Forced Fruition was always a risky wincon, allowing our opponents to draw a lot of cards and giving them a chance to find an answer to Forced Fruition. Teferi, Hero of Dominaria costs less mana, draws us cards and lets us hold up mana, removes problem permanents, and his ult will win us the game.

-- Minds Aglow - Prosperity , + Sphinx's Revelation + Blue Sun's Zenith : I like the group hug aspect of Minds Aglow and Prosperity , and with Consecrated Sphinx these cards became incredibly powerful, I found that if I cast these at sorcery speed they give the opponent such a huge advantage that the only way these cards were useful were if they could be flashed in at end step. Instead of relying on a flash enabler we can just run card draw spells that have instant speed and are one sided. Blue Sun's Zenith is nice because it goes back in the deck and can still be used to mill opponents.

I've also removed cards that I've found haven't been impactful enough.

-- Selvala, Explorer Returned , + Eladamri's Call : Group hug effect, ramp, card draw, and life gain, she ends up not doing enough of any of those in a consistent enough manner, and the fact that you have to wait a turn to use her, has caused me to cut her. We run very powerful creatures, and Consecrated Sphinx is one of the best cards in the deck, and Eladamri's Call gets them at instant speed and can be cast off of Sun Forger.

-- Kruphix, God of Horizons , + Treasure Map  : No maximum hand size and storing tons of mana is good, but not quite good enough to pay 5 mana for. Treasure Map   allows us to control our draws in the early game, flips and provides ramp or card draw, and combos very nicely with Smothering Tithe .

-- Reins of Power , + Mystic Confluence : Too situational, Insurrection , even though it costs more mana, usually wins the game on the spot. Mystic Confluence allows us to remove problematic creatures (providing a similar role when casting Reins of Power on an opponents turn), counter spells, and draw cards.

-- Insidious Will , + Pact of Negation : The easiest to cut of the expensive countermagic we run (see comment section below).

Cards I'm considering:

Solitary Confinement : We draw enough cards that the drawback is easily mitigated, and this is a powerful protection card.

Disrupt Decorum : Really fun card, slightly off theme (Group Slug over Group Hug),

Thought Vessel : No maximum hand size is important when you run a lot of situational answers.

Anvil of Bogardan : No maximum hand size and a looting effect.

Cards I'm considering cutting:

Suggestions

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Comments

58% Casual

42% Competitive





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Top Ranked
Date added 2 years
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.38
Tokens None Treasure, 1/1 Spirit, Teferi
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